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Dunefolk rework #4195
Most of units were reworked - some more some less - but our goal was to make them fit for mainline all together. If any changes are needed to any unit, then we gladly execute those. There have been months worth of progress documented in the according art thread for this project.
The main reason why this project started in the first place. Here as well we have all the progress for balancing Dunefolk documented and all developers and users interested in this project and seemed to agree on the current state of balance. Thats the reason why we will not enlist all the changes here. If there are any problems with the balance, then we too are willing to provide alternatives that can be discussed either here or on forum.
The balance of this faction was based on the newly proposed liminal alignment which works as +0/+0/+25/+0/+0/+25 instead of the old -25/-25/+0/-25/-25/+0
As Dunefolk features entirely new units, we found some weapon portraits that fits the attacks of certain units. The portrait - called „blade-curved“ is a franken but a convincing one. As the current blow pipe for UtbS is a franken as well, this new weapon portrait should good enough to be mainlined as well. If this request get’s denied, then we are free to provide alternatives as well. It just fits very well the theme of exotic Naga weapon craftsmanship without relying on the orcish theme. It used for the following two units:
Lv2 Naga Bladewhirler
New unit concepts require changes and new units require entirely new descriptions. We enlisted all problems and inconsistencies that resulted with the rework and provided either solutions for them or new descriptions. Yumi already started doing them but for those who want to see the initial conflicts, here you can find all the problems displayed:
Female Dunefolk Names:
With the introduction of female units to this faction, we would require female names as well. Apparently this was already coded in mainline, but simple not used.
Future Plans - Animations
There are some recourses from past works that allow us to - more or less - easily animate most of Dunefolk units. The animations range from idle to attack-only, while other units will be fully animated. Some of the units that are harder to animate will first receive single attack/defend frames until animation concepts were agreed upon. Our goal is to make Dunefolk as alive as possible.
Future Plans - Theme, Sound FX
Rather unimportant to most people but I am interested to add some new sound fx that can start with different hit/death sounds or new weapon sounds for scimitars. Those are just example and I do not know what I will end up with. But I know that I will compose a Dunefolk Theme at some point. Using your feedback, I am sure I can manage to create something that fits the faction the best.
Future Plans - Wyvern Rider
This is the only unit is the only one that did not get touched or reworked. The wyvern on it self looks amazing an does not need any rework but the rider does not really fit thematically anymore, not to mention the weapon is too oversized and not the usual Wesnoth style. But I won’t touch this sprite until it actually will be needed, most likely - IF - there is ever going to be a mainline Dunefolk campaign.
I don’t know how detailed you need this to be but here all contributors.
It is however important to mention that the amount of contributions of each varies a lot in different categories. I will organise it a bit and you make use of this info how ever you want. The names are in order of the amount of work put in.
Art: ghype, The_Gnat, Lordlewis
Earthcake joined us in the end and helped us finishing this project by cleaning/finishing the codes and doing all the git stuff together with The_Gnat. Although none of his work can be categorised in one of the three categories, he still deserves to be credit in one way or another.
Thanks for your time and efforts.
This is the last things that will have to happen and other things to consider. I was the last one doing the double and tripple checks and after this, it indeed should be "feature complete".
To fix Code:
Lv1 Naga Slasher from
Lv 2 Naga Ringcaster from
Are Dunefolk humans?
We certainly do know that they are, biggest give away are their appearance and the fact they share the +20% arcane resistance. But in our months of development, we encountered many players who didn’t knew wether they are or are not humans. I figured, for the sake of consistency, the image files could be stored like /images/units/human-dune or human-dunefolk. The unit files too would be put together with the other human and they would receive the a tag just like the loyalists or magicians which then could be „Dune_“. The folder then would accumulate many units but it still would be organised due to the tags.
Removal Of Unused Files:
Some units didn’t made the cut in the rework. Those units are Lv1 Piercer, Lv0 Falcon and Lv1 Elder Falcon. The image and unit file for the Lv1 Piercer should be removed entirely but it is considerable to move the Falcon files from the Dunefolk to the monster directories as it still can be used as an auxiliary unit. I have plans to even animate this unit line though I will do Dunefolk’s base units first.
Just to be clear, "naphtha" is the correct spelling.
That newly-proposed liminal alignment is in fact merged in master, if I recall correctly. Have these units' stats been adjusted already with that in mind?
Yes, all liminal units since almost begining of this project were created, adjusted and tested with 0/0/+25/0/0/+25 liminal bonus.
It seems to me like the Windrider does a bit too much damage; it's melee is 9-3 and ranged is 8-5, which turns into 11-3 and 10-5 at dawn/dusk. This is very high for a mounted unit, so I'm thinking one (or both) of the attacks should have the damage lowered. One might be able to say the same for the Swiftrider, but it might be less of a problem (9-2 melee 7-4 ranged, or 11-2 and 9-4 at dawn and dusk).